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Everything posted by Tellion
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
The OX-STAT solar panels still seem to have a misaligned sun catcher, apart from that the recent additions look fantastic -
Some custom planets I made the last two days to get some basic knowledge of Kopernicus. They are rather generic space engine clones and the forum is littered with those anyway, so they will not be released - the screenshots are the flattering ones too. Using EVE layers to fake a nice atmosphere from space and ground usually comes with some nasty side effects while transitioning between the two that I have not been able to get rid of. Scatterer will make this approach obsolete anyway... I just posted because I was delighted that this mod saved me doing all the math myself, and doing it over and over again everytime I wanted to create something similar
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This mod is a real pleasure to work with, thank you very much
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Using either the latest RF version on CKAN (10.4.9) with it's dependencies or the latest RF version from the OP in this thread, entering Eve's (and I think Duna's) atmosphere causes the following to be spammed in the debug log. Ambient density does not obey the gas law for vessel Mark1-2Pod (Untitled Space Craft) I did not notice any other issues tied to this, atmospheres were generally behaving fine and the issue does not occur on Kerbin. Tested on a clean install with only Hyperedit present apart from RF. KSP is 1.0.4, 64bit, the OS is Ubuntu. Player.log and Screenshot here.
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[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Tellion replied to benjee10's topic in KSP1 Mod Development
If you are interested going down the path of realistic ISRU, you might be interested in this project by regex. Apart from that, best of luck! -
Just something whacky I noticed while trying to understand Kopernicus - it is likely just this timewarp issue that occurs from time to time for no apparent reason, I did not even manage to reproduce it. I have seen something similar at least with OPM, so you are completely innocent
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Tellion replied to KillAshley's topic in KSP1 Mod Releases
KillAshely, what are you using for generating your pressure curves? Anything informative you could point me to in that regard? Trying to grasp Kopernicus' Atmosphere section proves to be quite the daunting task ._. -
I was about to answer no, but I just took a quick look at EVE's textures and it seems that Astronomer used the same names for his (much larger) additions, so it might actually work out. In any case, those configs are not very special - if you notice clipping anywhere, editing layer height with the eve gui (alt + n) and copying the working values in the right .cfg under /BoulderCo will fix things in no time.
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Not that I know of, but give it a try nonetheless. The visual packs usually work to a large degree without proper modifications. You can use the EVE gui (Alt/Rightshift +N) to adjust the height of cloud layers if you observe clipping anywhere.
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What is the issue you hit?
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I made this and it seems to be working fine, but it is very customized, meaning rescales are not uniform across all bodies. Smaller ones (Gilly, Bop, Hale, Ovok, Tal) kept their radius and only got orbits changed, Minmus, and if I remember correctly most of Urlum's moons are at 3.2x radius. I also made many changes to masses, trying to base the densities of many bodies on their rl counterparts. If you do not mind any of those changes, feel free to give it a try. This is great advice and everyone should employ this methodology to sorting out mod issues before ever bugging modders, but most of the times it is not quick to do, not at all
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WIP - Environmental Visual Enhancements Development
Tellion replied to rbray89's topic in KSP1 Mod Development
He might be talking about the planet, I believe. In any case, one can just google what the acronym stands for: Environmental visual enhancements. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
I have kOS CPUs on all my unmanned probes but usually the game recieves an update before they arrive at places where signal delay becomes a real issue. Some day I will learn it though -
Very, very interesting. Subscribed!
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Are you sure about that? I have the impression that RCS was sometimes used for thrust by the flight computer as long as the main engine was deactivated. If I am not mistaken, that would make it possible to configure via RT. But in any case, Remote Tech alone has severe limitations, the primary example being landings. I would not want to attempt getting a probe to Tylo's surface with RT only, no matter the ullage issue. It is either Mechjeb, kOS or RT without signal delay for those situations. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
I would add that RCS is not subject to ullage either - using it is nicer for your partcount than sticking 10+ sepatrons on your crafts. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Yes, it has. Read the last few pages for some more detailed info on it -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Tellion replied to NecroBones's topic in KSP1 Mod Releases
Try playing around with the heating values in the part.cfg, check for missing values regarding heating by comparing to large stock engines, then tweak them to find a decent balance. Or try playing with the thermal section in the debug menu, that should lead to something workable as well. Those are some rather unelegant workarounds, but they should do the job temporarily.